Sorry for the noobish question... In maya, none of my texture maps are displaying correctly on the objects. I apply a texture to the floor and in the perspective window (after pressing 6 for hardware texing) the shade will change but the texture still will not appear, nor will it in the render. If I apply a UV projection of any sort, then the texture will show.

I just started using maya 2009 this morning if there is something new that I am overlooking.

Is there something on the model that needs to be changed for textures to work right?

Sorry for the noobish question... In maya, none of my texture maps are displaying correctly on the objects. I apply a texture to the floor and in the perspective window (after pressing 6 for hardware texing) the shade will change but the texture still will not appear, nor will it in the render. If I apply a UV projection of any sort, then the texture will show.

I just started using maya 2009 this morning if there is something new that I am overlooking.

Is there something on the model that needs to be changed for textures to work right?

Yeah, you have to work on texture projections and texturing by your own, the scene is not prepared with uv layouts.

Great challenge by the way, will step in by time!!

__________________"Admiration for a quality or an art can be so strong that it deters us from striving to possess it."

hello jeremy sir,here is my entry.i used maya,mental ray(gi,fg).i used 800000 photons in global illumnation and rendertime is 10 minutes.for dinosaur texture i used layer shaders and procedural maps.post production done with photoshop.hope you will like it.

PakosM - Good job! Maybe if you split the scene into more layers you could render more?

jasvant - That's great! I think the dino texture is nice, but a little rough, maybe just softening it and wearing it down a little would help. The light from the window looks nice. I'd like to see the view through the window blown-out to pure white, with a little glow around it, to fit with the exposure level inside. In the sunbeam, the dino head has some strange angular shadows on it, and could use more bounce light permeating the inside of the skull.

zenerry - Did you un-archive the .rar file yet? What version of Max are you using? (Max can import other file formats like .fbx, .obj, etc. if you need it to.)

ingramworks - Great! Nice to see you start out with good basic color choices. That dino could get some more light on him, at least on the front part.

metal0130 - Assign UVs, at least select objects and choose "Automatic Mapping." For software rendering, any projection or 3D procedural would look just the same without UVs, but you need UVs assigned to preview textures in hardware like that.

Quote:

Originally Posted by mmoses00

Can we ask that submissions include some stats: what renderer, render times, 3d package used, and basic machine specs? I am very interested in what's going on behind these cool renders.

HOOJK - Good start. It's looking nice and solid.
herbertagudera - Good start. I agree other compositions could work, the symmetrical one with the pink bar in the center isn't as dramatic as it could be.

Quote:

Originally Posted by raylistic

Look great peeps. So after the lighting draft, the next step is to add textures and shaders?

Shaders are a very good idea. Get the basic over-all colors, set whether the glass and floor are reflective, those things really help set the scene. If you see a background through the doors/windows, try to get that the way you like early, too.

visua - Good start! I hope everyone starts posting info about software used, render times, and techniques. If you were using Maya then clicking Automatic mapping or something to assign UVs could be a good idea.

fuhshizzle - That's great! Even with a symmetrical composition, moving the light to one side makes a big difference. With the lit dino facing away from us, maybe something should be done to the other dino to get a sense of reaction in him, or some other center of attention could be where the lit dino is looking? If you want, you're allowed to move the dinos around, too.

Voigg - Good start.

Fex - Thanks for providing the Houdini version of the scene we have for download. Good start on your first post, too.

BlenderFan - Good start! You should start with shaders/materials early on, if the floor is going to be reflective you'll want to see it in lighting tests.

ngramworks: very nice approach to the lighting. i love it...keep going. what are you using to render it with?

Quote:

Originally Posted by raylistic

ingramworks: very nice! Could you share how you lit them? any FG or GI used? Any compositing?

Thanks I'm using Cinema4D's built-in render engine with GI. Trying to approach the scene as I've seen DP's on pratical sets do, so it's a great challenge.

Quote:

Originally Posted by jeremybirn

ingramworks - Great! Nice to see you start out with good basic color choices. That dino could get some more light on him, at least on the front part.

Totally agree, was the last bit I was working on before turning my attentiion to the events of last night, but I'm still not happy with his light source. I also plan to introduce some more pratical sources around the set as well as improve the dynamics of that fill light off on the right. Lighting large spaces pratically is very tough and equally as tough in a virtual space as well, so thanks for provided this model, it's a fun challenge

Hey all, see some good stuff on here. I got the model last night and started cleaning and moving things around. There are so many good combinations of camera angle and lighting moods that could work for this. I will spend another day or so playing with lights and camera to get a good mood feel before steaming ahead. So far though, here are some screenshots of possible moods. I used max9, vray for GI. Very very low settings for light samples to get as many render tests out as possible . Vray dirt override material.

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